did you sell the no-demand-goods for a loss?
I believe this is the most important aspect .... Cmdr Profit or Loss
did you sell the no-demand-goods for a loss?
did you sell the no-demand-goods for a loss?
Yes. (Used eddb to make sure I was buying at higher prices than I could sell for.)
last question - minor faction controlling the market wasn't in any state? at least not in war/civil war?
but your numbers look like negative influence effect of trading was patched out - i personally like that.
last question - minor faction controlling the market wasn't in any state? at least not in war/civil war?
but your numbers look like negative influence effect of trading was patched out - i personally like that.
I dont see why 'negative sales' should lower influence. They may not needed it much, but got it for cheap so not their problem.
I dont see why 'negative sales' should lower influence. They may not needed it much, but got it for cheap so not their problem.
Because your forcing them to buy something the have no need for.
What would be more realistic is if the market didn't buy anything from you it didn't want, and then the Black Market bought it from you to hurt the influence. No BM, then no purchase of your goods.
The game mechanic however I believe, uses the Cmdr's Profit or Loss (because the Market is being forced to buy legal goods) on the sale of items as its basis for determining if the influence should be up or down for each sale. And yes, each sale as in each 'Transaction Completed'.
Like it was a little while back, per t. Until FD were made aware of what was found by some Cmdr's and they altered things and it hasn't been determined if it is still via the nth t (10t or 100t or 20t?) or t at all.
The markets themselves have no knowledge of profit or loss in themselves that I can determine. No one willingly trades in Grain, there is no money to be made. So any Agricultural system will be in permanent loss if it was by the 'market' and not the Cmdr.
I believe this is the most important aspect .... Cmdr Profit or Loss
Regarding Rares, what are the BGS mechanics that stop their production/sale? I've read of some scenarios where the Rare can't be bought but I haven't found the explanation of the mechanic behind the issue
Agreed, and all our testing supports this. I thoroughly tested level of demand, but level of profit/loss proved vastly more important. Diminishing returns though. 2000cr/ton is more effective, but not outrageously so, than 200cr/ton.
Edit: I also tested the theory that the top 3 imports/exports list was relevant. No difference from anything else at roughly the same profit was apparent.
Bust state will severely decrease rare production but not eliminate it, as we discovered in the Dangerous Games! Boom will increase production significantly.
If I recall correctly there have been instances where a change of government has eliminated a rare good if that type of good is illegal in the aligned superpower (and/or govt type???) - this may be particular to the Feds. As I understand it Alliance control creates no such difficulties. I must admit though I am no expert in this aspect of the BGS.
Now, back on a subject previously touched but not confirmed: I have right now another example of a war ended at >60% influence and immediately pending war again for control of the next station. So the case is confirmed, unless you end the war <60% you keep being in war there until you have control of all stations.
Is there an easy way to find the system a faction expanded into?
I'm trying to check every system within a 30 ly range and I'm not finding the "missing" faction, but I might have missed a system. Without being able to hide the jump-lines (without constantly reappearing) it's a very annoying process.
How do the experts find the system into which a faction expanded?
news bulletins in stations.
Now I'm confused. I checked the news bulletins in the station - just news that the faction expanded, but nothing about the new system. Does the expansion happen at the beginning of the expansion state or at the end?